I ran the Resident Evil quest on Sun February 13, 2000. Quest material presented here consists of the instructions followed by the mobs.
Velcome! tonight, to the 'Resident Evil Quest' or 'REQ' - Remember, good artists borrow, great artists steal. (They steal IDEAS, Okay!!!)
Overnight, Corinth has been ravaged by a PLAGUE virus. It seems this plague was brought back to Corinth by some unfortunate adventurers who teleported into ancient catacombs, and unearthed something nasty. The plague is now on the loose, and many of the dead are coming back as flesh-eating ZOMBIES!!! It's up to you adventurers to overcome the scourge of zombies, and find an antidote to the plague. Initially you will be formed into two or three groups with discrete objectives. Pay *close* attention to the instructions for your own group, but also read the other groups', as they fit together. Further objectives may come to light as you progressively conquer the zombie threat.
=-Notes on Prizes and Pickups-=
Lore 1: PRIZE PICKUPS: When you remove key threats, you might loot multiple treasures at once. The idea is, the lucky looter may keep ONE item of choice, then the rest are distributed as needed/desired. Looter may only keep extra items if all other groupmembers decide they don't want them. Save spare items for later! People in the other groups might like them. If a single player picks up more than one of the *most* major items, they'll be expected to generously pass any after the first to other players, eventually. Choose by an act of bravery, or choose your weary leader who's got a headache from managing you all, or choose the one guy who hasn't managed to collect Anything yet :) If you don't want responsibility, tell me or other immorts and we'll make a call on it later. Heck, you should manage MOST of the item sorting later. Don't do it all now, there are freaken zombies taking over the world!!!
Lore 2: NON-PRIZE PICKUPS: There are heaps of items you'll need to deal with in the quest.. documents and scrolls and material spell components etc. These are NOT included in the limits and rules I have listed above. Keep an eye on what ya got, and tell everyone about it. Something you have found might represent diddly-squat to you, but might be desperately sought after by people working on a different objective.
Lore 3: EVERYONE TURN OFF AUTOSAC NOW!!!! FOR GOD'S SAKE!!!!!!!!!!!!
* GROUP A: From the survivors of the catacombs, we have a limited supply of herbs that can render some of you temporarily immune to the plague. GROUP A will exploit this fact, partaking of the herbs and then returning to explore the maze of infested catacombs to seek out the information describing how to magic up the antidote. If you are IMMUNE, this fact will be designated in your title on the wholist for everyone's reference. As you are immune, -do not- change your title, or you will be considered to have lost your immunity. In an infested areas such as the catacombs, this will result in your IMMEDIATE DEATH BY PLAGUE VIRUS!!!
You will be gated to the entrance of the catacombs. At that point you are on your own to manage the search as you see fit. Individual members may gate/be summoned in/out of the catacombs as you wish, to pick up supplies in town for instance. However.. in the case of all group A members voluntarily leaving the catacombs at once, you *forfeit* the search and fail this section of the quest. Therefore - don't do that :D
It's quite a maze, and a decent pace is desirable as group B are off doing their thing. Do whatever you have to to successfully navigate the maze. When you've GOT the antidote instructions, report back to me for your next goal.
* GROUP B/C: While group A explore the catacombs, GROUP B (and possibly a GROUP C) must start to drive out the zombie influence that's already got a hold in Corinth. Half a dozen key figures in Corinth have become zombies, and you need to put them down. It seems that the plague is not entirely a force of nature, but that there are evil beings watching over its progress. You might find out more about this as you take out the officials, then use your initiative to deal with it.
Stuff to remember - in Group B, you have no immunity. This is ok in general. But, no matter how tempted you may be to gate GROUP A to see what they're up to, or help them out, or hurry them up!.. if you go into the Catacombs without immunity, there's a %99 chance of you keeling over immediately from plague. So I wouldn't do it :) Thus far, the catacombs are the only area so plague-ridden as to have this effect. But you might find more bad areas as you go about your zombie exterminations. So tread carefully. Such areas will instantly slay you. Keep an eye out for the green mist which denotes intense plague infestation...
The minister of Ivory Chapel is moaning and dripping blood here.
The stout grizzled zombie wanders aimlessly about the chapel, moaning and gnawing on the hand of someone who was stupid enough to go to confession post-zombie apocalypse.
The herbalist zombie is gnawing unhappily on leathery green leaves.
The chewy leaves he's gnawing on just don't give him the same buzz as the hot flesh and blood of humans!
The zombie here was formerly the Chief Alchemist. He doesn't look very cluey now, mostly just stinky and bloody.
The alchemist zombie is chewing on broken glass tubes. Needless to say, he's in a bit of a foul mess.
The zombified Archmage growls and dribbles on his bloody robes.
Senility and zombie-ism just don't mix. This must be the foulest humanoid creature you have ever seen.
The formidable old Judge has become a zombie. He retains his grim dignity even in this undead state.
The Judge didn't tolerate any nonsense in life, and he sure as hell won't tolerate it in death either. He runs a strict court.
The bloated Jailor zombie stands here, motionless?..
The Jailor zombie is grossly overweight from years spent behind a desk, watching over this underutilised prison. He still looks like he could give you a sound beating though.
A slavering civilian zombie wants to tear your throat out!
Oozing blood, moaning, shuffling and groping for your flesh, this thing is no longer a civilian. It needs to be sent straight back to HELL!!
A cloud of ZOMBIE PLAGUE VIRUS drifts here. If you're not immune, say bye!!
You see nought more than a fine green drizzle. If you are not immune, you can expect to be dead within 5 seconds from breathing this stuff in.
The barker has gone zombie. Between snacks on human flesh, he manages to keep on spruiking.
The zombie barker has a lot more get-up-and-go than your average zombie.
An ex-fairgoer zombie wanders the circus in an ugly parody of its former life.
It's pushing bloody wads of popcorn into its mouth whilst strolling in time to that creepy carnival music.
A swollen sentinel zombie growls and staggers to prevent your exit from this chamber.
Unaffected by mortal concerns such as hunger or thirst, sentinel zombies have been known to pin adventurers in dungeons for such great periods of time that they eventually starve..
An ancient rotting figure, the Master Lich, contemplates your arrival.
The Master Lich is a robed figure of putrefied flesh. In life he was a very powerful wizard. In Death, he has achieved an immortality, of sorts...
An ancient rotting figure, the Master Lich, bristles with powerful black magick.
The Lich is back, and ANGRY!!! You thought you'd killed him before, but his presence here prompts arguments as to whether one can actually kill something that is already dead.
The Grand Knight of Zombies guards this place, a leer cut permanently into his ripped face.
He is a hulking zombie bolted into the plate armour of a Paladin. His fist is the size of your head. Be afraid.
A seething mass of wounds and flesh is piled on the floor here.. It's the Spitter.
There's an eye the size of your head over here, and a set of jaws like a trapdoor over there. There's a mile of purple zombieflesh inbetween. Not pretty.
A terrible giant in an overcoat is waiting here for you.
Tyrant is dreadfully silent. He simply clubs his foes to death with his bare hands.
A Licker slithers about you. His tongue is 7 feet long and lashes out as a weapon.
If a hideously strong man had his skin peeled off to reveal the muscle layer, the result would be what crawls before you now. The disgusting razor tongue is just a bonus.
A SuperLicker slithers about you. His tongue is 7 feet long and lashes out as a weapon.
The SuperLicker is darker skinned, thicker and arguably nastier than the regular Licker.